Hindrances
- Ailin’ (Minor/Major): Suffers from a chronic disease. -1 when resisting Fatigue, or -2 as a Major Hindrance. Things get worse on Critical Failure.
- All Thumbs (Minor): –2 to use mechanical or electrical devices.
- Anemic (Minor): –2 Vigor when resisting Fatigue.
- Arrogant (Major): Likes to dominate his opponent, challenge the most powerful foe in combat.
- Bad Eyes (Minor/Major): –1 to all Trait rolls dependent on vision, or –2 as a Major Hindrance. Eyewear negates penalty but have a 50% chance of breaking when the hero suffers trauma.
- Bad Luck (Major): The characters starts with one less Benny per session.
- Big Mouth (Minor): Unable to keep secrets and constantly gives away private information.
- Blind (Major): –6 to all tasks that require vision (but choice of a free Edge to offset).
- Bloodthirsty (Major): Never takes prisoners.
- Can’t Swim (Minor): –2 to swimming (Athletics) rolls; Each inch moved in water costs 3” of Pace.
- Cautious (Minor): The character plans extensively and/or is overly careful.
- Clueless (Major): –1 to Common Knowledge and Notice rolls.
- Clumsy (Major): –2 to Athletics and Stealth rolls.
- Code of Honor (Major): The character keeps his word and acts like a gentleman.
- Curious (Major): The character wants to know about everything.
- Cursed (Major): They’ve done something wrong, and are haunted by it. GM gains +1 Benny.
- Death Wish (Minor): The hero wants to die after or while completing some epic task.
- Delusional (Minor/Major): The individual believes something strange that causes him occasional or frequent trouble.
- Doubting Thomas (Minor): The character doesn’t believe in the supernatural, often exposing him to unnecessary risks.
- Driven (Minor/Major): The hero’s actions are driven by some important goal or belief.
- Elderly (Major): –1 to Pace, running, Agility, Strength, and Vigor. Hero gets 5 extra skill points.
- Enemy (Minor/Major): The character has a recurring nemesis.
- Greedy (Minor/Major): The individual is obsessed with wealth and material possessions.
- Grim Servant o’ Death (Major): They’re a killer. +1 to all damage rolls. Critical Failures hit closest ally, with a raise.
- Habit (Minor/Major): Addicted to something, suffers Fatigue if deprived.
- Hard of Hearing (Minor/Major): –4 to Notice sounds; automatic failure if completely deaf.
- Heavy Sleeper (Minor): -4 Notice roll to wake up, -4 to Vigor rolls to stay awake.
- Heroic (Major): The character always helps those in need.
- Hesitant (Minor): Draw two Action Cards and take the lowest (except Jokers, which may be kept).
- Illiterate (Minor): The character cannot read or write.
- Impulsive (Major): The hero leaps before he looks.
- Jealous (Minor/Major): The individual covets what others have.
- Lyin’ Eyes (Minor): -1 to all Intimidation, Persuasion, and Gambling rolls.
- Loyal (Minor): The hero is loyal to his friends and allies.
- Mean (Minor): –1 to Persuasion rolls.
- Mild Mannered (Minor): –2 to Intimidation rolls.
- Mute (Major): The hero cannot speak.
- Night Terrors (Major): Suffers from persistent nightmares, tosses and turns, and keeps others awake with their torment. -1 on all Spirit rolls.
- Obese (Minor): Size +1, Pace –1 and running die of d4. Treat Str as one die type lower for Min Str.
- Obligation (Minor/Major): The character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
- Old Ways Oath (Minor): Has pledged to forego modern technology to honor nature. If they stay true, free reroll on Spirit rolls. Violations withdraw the advantage for a day. Any use of ghost rock withdraws the advantage for a week.
- One Arm (Major): –4 to tasks (such as Athletics) that require two hands.
- One Eye (Major): –2 to actions at 5′′ (10 yards) or more distance.
- Outsider (Minor/Major): The character doesn’t fit in to the local environment and subtracts 2 from Persuasion rolls. As a Major Hindrance she has no legal rights or other serious consequences.
- Overconfident (Major): The hero believes she can do anything.
- Pacifist (Minor/Major): Fights only in self-defense as a Minor Hindrance, won’t fight at all as Major.
- Phobia (Minor/Major): The character is afraid of something, and subtracts –1/–2 from all Trait rolls in its presence.
- Poverty (Minor): Half starting funds and the character is always broke.
- Quirk (Minor): The individual has some minor but persistent foible that often annoys others.
- Ruthless (Minor/Major): The character does what it takes to get her way.
- Secret (Minor/Major): The hero has a dark secret of some kind.
- Shamed (Minor/Major): The individual is haunted by some tragic event from her past.
- Slow (Minor/Major): Pace –1, reduce running die one step. As Major, Pace –2, –2 to Athletics and rolls to resist Athletics. Neither may take the Fleet-Footed Edge.
- Small (Minor): Size and Toughness are reduced by 1. Size cannot be reduced below –1.
- Stubborn (Minor): The character wants his way and rarely admits his mistakes.
- Suspicious (Minor/Major): The individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to Support him.
- Talisman (Minor/Major): (Requires Arcane) Has a mental dependence on a physical item. -1/-2 to arcane rolls without the item.
- Tenderfoot (Major): Suffers an additional -1 to all actions while they have at least one wound. Incompatible with the Don’t Get ‘im Riled! Edge.
- Thin Skinned (Minor/Major): The character is particularly susceptible to personal attacks. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. As a Major, he subtracts four.
- Tongue-Tied (Major): The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.
- Trouble Magnet (Minor/Major): Things never go smoothly for them. As Minor, Critical Failures are somehow always worse. As Major, any random character selection targets them.
- Ugly (Minor/Major): The character is physically unattractive and subtracts 1 or 2 from Persuasion rolls.
- Vengeful (Minor/Major): The adventurer seeks payback for slights against her. As a Major Hindrance, she’ll cause physical harm to get it.
- Vow (Minor/Major): The individual has pledged himself to some cause.
- Wanted (Minor/Major): The character is wanted by the authorities.
- Yellow (Major): –2 to Fear checks and resisting Intimidation.
- Young (Minor/Major): Minor has 4 attribute points and 10 skill points, extra Benny per session. Major has 3 attribute points, 10 skill points, and two extra Bennies per session.
Skills
- Academics (Smarts): Knowledge of liberal arts, social sciences, literature, history, etc.
- Athletics (Agility): Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
- Battle (Smarts): Strategy, tactics, and understanding military operations. A key skill in Mass Battles.
- Boating (Agility): Ability to sail or pilot a boat, ship, or other watercraft.
- Common Knowledge (Smarts): General knowledge of a character’s world.
- Driving (Agility): The ability to control, steer, and operate ground vehicles.
- Faith (Spirit): The arcane skill for Arcane (Miracles).
- Fighting (Agility): Skill in armed and unarmed combat.
- Focus (Spirit): The arcane skill for Arcane (Gifted).
- Gambling (Smarts): Skill and familiarity with games of chance.
- Healing (Smarts): The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
- Intimidation (Spirit): A character’s ability to threaten others into doing what she wants.
- Language (Smarts): Knowledge and fluency in a particular language.
- Notice (Smarts): General awareness and perception.
- Occult (Smarts): Knowledge of supernatural events, creatures, history, and ways.
- Performance (Spirit): Singing, dancing, acting, or other forms of public expression.
- Persuasion (Spirit): The ability to convince others to do what you want.
- Piloting (Agility): Skill with maneuvering vehicles that operate in three dimensions, such as airplanes, helicopters, spaceships, etc.
- Psionics (Smarts): The arcane skill for Arcane (Psionics).
- Repair (Smarts): The ability to fix mechanical and electrical gadgets.
- Research (Smarts): Finding written information from various sources.
- Riding (Agility): A character’s skill in mounting, controlling, and riding a tamed beast.
- Science (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
- Shooting (Agility): Precision with any type of ranged weapon.
- Spellcasting (Smarts): The arcane skill for Arcane (Magic).
- Stealth (Agility): The ability to sneak and hide.
- Survival (Smarts): How to find food, water, or shelter, and tracking.
- Taunt (Smarts): Insulting or belittling another. Almost always done as a Test (page 108).
- Thievery (Agility): Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.
- Trade (Smarts): Day-to-day tasks needed to run a business. Note the specific trade.
- Weird Science (Smarts): The arcane skill for Arcane (Weird Science).
Background Edges
Edge | Requires | Summary |
---|---|---|
Alertness | Novice | +2 to Notice rolls. |
Ambidextrous | Novice, Agility d8 | Ignore –2 penalty when making Trait rolls with off-hand. |
Arcane (Blessed) | Novice, Spirit d6, Faith d4 | Allows Blessed abilities. |
Arcane (Chi Master) | Novice, Agility d6, Spirit d6, Martial Artist, F d4 | Allows Chi Master abilities. |
Arcane (Huckster) | Novice, Gambling d6, Spellcasting d4 | Allows Huckster abilities. |
Arcane (Mad Scientist) | Novice, Smarts d8, Science d6, Weird Science d4 | Allows Mad Scientist abilities. |
Arcane (Shaman) | Novice, Spirit d8, Faith d4 | Allows Shaman abilities. |
Arcane (Voodooist) | Novice, Spirit d8, Faith d4 | Allowd Voodooist abilities. |
Arcane (Witch) | Novice, Spirit d8, Spellcasting d4 | Allows Witch abilities. |
Arcane Resistance | Novice, Spirit d8 | Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2. |
Improved Arcane Resistance | Novice, Arcane Resistance | As Arcane Resistance except penalty is increased to −4 and magical damage is reduced by 4. |
Aristocrat | Novice | +2 to Common Knowledge and networking with upper class. |
Attractive | Novice, Vigor d6 | +1 to Performance and Persuasion rolls. |
Very Attractive | Novice, Attractive | +2 to Performance and Persuasion rolls. |
Berserk | Novice | After being Shaken or Wounded, melee attacks must be Wild Attacks, +1 die type to Strength, +2 to Toughness, ignore one level of Wound penalties, Critical Failure on Fighting roll hits random target. Take Fatigue after every five consecutive rounds, may choose to end rage with Smarts roll –2. |
Brave | Novice, Spirit d6 | +2 to Fear checks and –2 to rolls on the Fear Table. |
Brawny | Novice, Strength d6, Vigor d6 | Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment. |
Brute | Novice, Strength d6, Vigor d6 | Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range. |
Charismatic | Novice, Spirit d8 | Free reroll when using Persuasion. |
Elan | Novice, Spirit d8 | +2 when spending a Benny to reroll a Trait roll. |
Fame | Novice | +1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance. |
Famous | Seasoned, Fame | +2 Persuasion when recognized, 5 × or more usual fee for Performance. |
Fast Healer | Novice, Vigor d8 | +2 Vigor when rolling for natural healing; check every 3 days. |
Fleet-Footed | Novice, Agility d6 | Pace +2, increase running die one step. |
Gallows Humor | Novice, Taunt d6 | Use Taunt skill instead of Spirit when making Fear check. +1 Support with raise. |
Linguist | Novice, Smarts d6 | Character has d6 in languages equal to half her Smarts die. |
Luck | Novice | +1 Benny at the start of each session. |
Great Luck | Novice, Luck | +2 Bennies at the start of each session. |
Quick | Novice, Agility d8 | The hero may discard and redraw Action Cards of 5 or lower. |
Rich | Novice | Character starts with three times the starting funds and a $150K annual salary. |
Filthy Rich | Novice, Rich | Five times starting funds and $500K average salary. |
Veteran o’ the Weird West | Wild Card, Novice, Spirit d6, Occult d6 | Begin Seasoned. Draw a card, GM will disclose your bad luck. |
Combat Edges
Edge | Requires | Summary |
---|---|---|
Block | Seasoned, Fighting d8 | +1 Parry, ignore 1 point of Gang Up bonus. |
Improved Block | Veteran, Block | +2 Parry, ignore 2 points of Gang Up bonus. |
Brawler | Novice, Strength d8, Vigor d8 | Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities. |
Bruiser | Seasoned, Brawler | Increase unarmed Strength damage a die type and Toughness another +1. |
Calculating | Novice, Smarts d8 | Ignore up to 2 points of penalties on one action with an Action Card of Five or less. |
Combat Reflexes | Seasoned | +2 Spirit to recover from being Shaken or Stunned. |
Counterattack | Seasoned, Fighting d8 | Free attack against one foe per turn who failed a Fighting roll. |
Improved Counterattack | Vigor, Counterattack | As Counterattack, but against three failed attacks per turn. |
Dead Shot | Wild Card, Novice, Athletics | On first successful Athletics (throwing) or Shooting roll, or Shooting d8 double damage when dealt a Joker. |
Dodge | Seasoned, Agility d8 | −2 to be hit by ranged attacks. |
Improved Dodge | Seasoned, Dodge | +2 to Evasion totals. |
Don’t Get ‘im Riled! | Novice | Add Would level to melee damage. |
Double Tap | Seasoned, Shooting d6 | +1 to hit and damage when firing no more than RoF 1 per action. |
Duelist | Novice, Shooting d6 | In a duel, receive two extra Hole Cards. |
Extraction | Novice, Agility d8 | One adjacent foe doesn’t get a free attack when you withdraw from close combat. |
Improved Extraction | Seasoned, Extraction | Three adjacent foes don’t get free attacks when you withdraw from combat. |
Fan the Hammer | Seasoned, Agility d8, Shooting d8 | Shoot up to six shots an action, at -4 penalty. Chance of a hitting an Innocent Bystander. |
Improved Fan the Hammer | Heroic, Agility d10, Fan the Hammer, Shooting d10 | As Fan the Hammer, but each shot penalty is at -2. |
Feint | Novice, Fighting d8 | You may choose to make foe resist with Smarts instead of Agility during a Fighting Test. |
First Strike | Novice, Agility d8 | Free Fighting attack once per round when foe moves within Reach. |
Improved First Strike | Heroic, First Strike | Free Fighting attack against up to three foes when they move within Reach. |
Free Runner | Novice, Agility d8 | Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing). |
Frenzy | Seasoned, Fighting d8 | Roll a second Fighting die with one melee attack per turn. |
Improved Frenzy | Veteran, Frenzy | Roll a second Fighting die with up to two melee attacks per turn. |
Giant Killer | Veteran | +1d6 damage vs. creatures three Sizes larger or more. |
Hard to Kill | Novice, Spirit d8 | Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out. |
Harder to Kill | Veteran, Hard to Kill | Roll a die if the character perishes. On an even roll he’s Incapacitated but survives somehow. |
Improvisational Fighter | Seasoned, Smarts d6 | Ignore –2 penalty when attacking with improvised weapons. |
Iron Jaw | Novice, Vigor d8 | +2 to Soak and Vigor rolls to avoid Knockout Blows. |
Killer Instinct | Seasoned | The hero gets a free reroll in any opposed Test he initiates. |
Level Headed | Seasoned, Smarts d8 | Draw an additional Action Card each round in combat and choose which one to use. |
Improved Level Headed | Seasoned, Level Headed | Draw two additional Action Cards each round in combat and Headed choose which one to use. |
Marksman | Seasoned, Athletics or Shooting d8 | Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1. |
Martial Artist | Novice, Fighting d6 | Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it). |
Martial Warrior | Seasoned, Martial Artist | Unarmed Fighting +2, increase damage die type a step. |
Mighty Blow | Wild Card, Novice, Fighting d8 | On first successful Fighting roll, double damage when dealt a Joker. |
Nerves of Steel | Novice, Vigor d8 | Ignore one level of Wound penalties. |
Improved Nerves of Steel | Novice, Nerves of Steel | Ignore up to two levels of Wound penalties. |
No Mercy | Seasoned | +2 damage when spending a Benny to reroll damage. |
Quick Draw | Novice, Agility d8 | Draw two cards when spending a Benny at start of a round. Add +2 to Athletics rolls when interrupting others. |
Rapid Fire | Seasoned, Shooting d6 | Increase RoF by 1 for one Shooting attack per turn. |
Improved Rapid Fire | Veteran, Rapid Fire | Increase RoF by 1 for up to two Shooting attacks per turn. |
Rock and Roll! | Seasoned, Shooting d8 | Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move. |
Steady Hands | Novice, Agility d8 | Ignore Unstable Platform penalty; reduce running penalty to –1. |
Sweep | Novice, Strength d8, Fighting d8 | Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn. |
Improved Sweep | Veteran, Sweep | As above, but ignore the –2 penalty. |
Trademark Weapon | Novice, d8 in related skill | +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied. |
Imp. Trademark Weapon | Seasoned, Trademark Weapon | The attack and Parry bonus increases to +2. |
Two-Fisted | Novice, Agility d8 | Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty. |
Two-Gun Kid | Novice, Agility d8 | Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty. |
Leadership Edges
Edge | Requires | Summary |
---|---|---|
Command | Novice, Smarts d6 | +1 to Extras’ Shaken or Stunned recovery rolls. |
Command Presence | Seasoned, Command | Increase Command Range to 10′′ (20 yards) |
Fervor | Veteran, Spirit d8, Command | Extras in range add +1 to their Fighting damage rolls. |
Hold the Line | Seasoned, Smarts d8, Command | +1 to Extras’ Toughness in Command Range. |
Inspire | Seasoned, Command | Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range |
Natural Leader | Seasoned, Spirit d8, Command | Leadership Edges now apply to Wild Cards. |
Tactician | Seasoned, Smarts d8, Command, Battle d6 | Draw an extra Action Card each turn that may be assigned to any allied Extra (or group of Extras sharing an Action Card) in Command Range. |
Master Tactician | Veteran, Tactician | Draw and distribute two extra Action Cards instead of one. |
Power Edges
Edge | Requires | Summary |
---|---|---|
Artificer | Seasoned, Arcane | Allows user to create Arcane Devices. |
Channeling | Seasoned, Arcane | Reduce Power Point cost by 1 with a raise on the activation roll. |
Concentration | Seasoned, Arcane | Double Duration of non-Instant powers. |
Extra Effort | Seasoned, Arcane (Gifted), Focus d6 | Increase Focus by +1 for 1 Power Point or +2 for 3 Power Points. |
Gadgeteer | Seasoned, Arcane (Weird Science),Weird Science d6 | Spend 3 Power Points to create a device that replicates another power. |
Holy/Unholy Warrior | Seasoned, Arcane (Miracles), Faith d6 | Add +1 to +4 to Soak rolls for each Power Point spent. |
Mentalist | Seasoned, Arcane (Psionics), Psionics d6 | +2 to opposed Psionics rolls. |
New Powers | Novice, Arcane | Your character knows two new powers. |
Power Points | Novice, Arcane | Gain 5 additional Power Points, no more than once per Rank. |
Power Surge | Wild Card, Novice, Arcane, arcane skill d8 | Recover 10 Power Points when dealt a Joker in combat. |
Rapid Recharge | Seasoned, Sp d6, Arcane | Recover 10 Power Points per hour. |
Improved Rapid Recharge | Veteran, Rapid Recharge | Recover 20 Power Points per hour. |
Wizard | Seasoned, Arcane (Magic), Spellcasting d6 | Spend 1 extra Power Point to change a spell’s Trapping. |
Professional Edges
Edge | Requires | Summary |
---|---|---|
Ace | Novice, Agility d8 | Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties. |
Acrobat | Novice, Agility d8, Athletics d8 | Free reroll on acrobatic Athletics attempts. |
Combat Acrobat | Seasoned, Acrobat | −1 to hit with ranged and melee attacks. |
Agent | Novice, Smarts d8, Fighting d6, Occult d6, Shooting d6 | Secretive agent working to root out sedition, corruption, etc. |
Assassin | Novice, Agility d8, Fighting d6, Stealth d8 | +2 to damage foes when Vulnerable or assassin has The Drop. |
Born in the Saddle | Novice, Agility d8, Riding d6 | Free reroll on Riding rolls. On a horse, +2 Pace, +1 die running. |
Card Sharp | Novice, Gambling d6 | One free reroll when Gambling. |
Guts | Novice, Spirit d6 | Free reroll when making Fear checks. |
Investigator | Novice, Smarts d8, Research d8 | +2 to Research and certain types of Notice rolls. |
Jack-of-all-Trades | Novice, Smarts d10 | Gain d4 in a skill (or d6 with a raise) until replaced. |
McGyver | Novice, Smarts d6, Repair d6, Notice d8 | Quickly create improvised devices from scraps. |
Mr. Fix It | Novice, Repair d8 | +2 to Repair rolls, half the time required with a raise. |
Scholar | Novice, Research d8 | +2 to any one “knowledge” skill. |
Scout | Seasoned, Woodsman | Notice -2 to detect danger travelling. Always alert vs. Stealth. Ignore 2 pts penalties on Survival. +2 to Common Knowledge around landmarks, people. |
Soldier | Novice, Strength d6, Vigor d6 | Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards. |
Tale-Teller | Novice, Performance/Persuasion d8 | +2 to lower local Fear Level, when successful with raise earn a Conviction. |
Territorial Ranger | Novice, Vigor d6, Fighting d6, Intimidation d6, Riding d6, Shooting d6, Survival d4 | Police the territories, hunting criminals. (See DL p73). |
Thief | Novice, Agility d8, Stealth d6, Thievery d6 | +1 Thievery, Athletics rolls made to climb, Stealth in urban environments. |
US Marshal | Novice, Fighting d4, Riding d4, Shooting d4, Trade (Law) d4 | Policing authority throughout the US. |
Woodsman | Novice, Spirit d6, Survival d8 | +2 to Survival and Stealth in the wilds. |
Agent Edges
Edge | Requires | Summary |
---|---|---|
Agency Promotion | Seasoned, Agent | Increase Grade, with pay raise and greater Favors. |
Man of a Thousand Faces | Seasoned, Agent, Performance d8 | +2 Performance to impersonate. |
Blessed Edges
Edge | Requires | Summary |
---|---|---|
True Believer | Novice, Spirit d10, Arcane (Blessed), Faith d6 | Free reroll on Faith rolls. |
Flock | Veteran, Arcane (Blessed), Persuasion d8 | Gain five followers. |
Chi Master Edges
Edge | Requires | Summary |
---|---|---|
Superior Kung Fu | Novice, Spirit d6, Arcane (Chi Master), Fighting d8 | Choose a fighting style (DL p58). |
Celestial Kung Fu | Veteran, Spirit d8, Superior Kung Fu, Fighting d10 | May assume two styles at once. |
Ranger Edges
Edge | Requires | Summary |
---|---|---|
Ranger Promotion | Seasoned, Territorial Ranger | Promotion with increased pay and equipment. |
Like an Oak | Veteran, Grit, Territorial Ranger | Nearby allies negate up to 2 points of Fear penalties. |
Social Edges
Edge | Requires | Summary |
---|---|---|
Bolster | Novice, Spirit d8 | May remove Distracted or Vulnerable state after a Test. |
Common Bond | Wild Card, Novice, Spirit d8 | The hero may freely give her Bennies to others. |
Connections | Novice | Contacts provide aid or other favors once per session. |
Humiliate | Novice, Taunt d8 | Free reroll when making Taunt rolls. |
Menacing | Novice, See Text | +2 to Intimidation. |
Provoke | Novice, Taunt d6 | May “provoke” foes with a raise on a Taunt roll. See text. |
Rabble-Rouser | Seasoned, Spirit d8 | Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test. |
Reliable | Novice, Sp d8 | Free reroll when making Support rolls. |
Reputation | Veteran | Good: free reroll on Persuasion. Bad: +2 to Intimidation. |
Retort | Novice, Taunt d6 | A raise when resisting a Taunt or Intimidation attack makes the foe Distracted. |
Streetwise | Novice, Smarts d6 | +2 to Common Knowledge and criminal networking. |
Strong Willed | Novice, Spirit d8 | +2 to resist Smarts or Spirit-based Tests. |
Iron Will | Seasoned, Brave, Strong Willed | The bonus now applies to resisting and recovery from powers. |
Work the Room | Novice, Spirit d8 | Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally. |
Word the Crowd | Seasoned, Work the Room | As above, but up to twice per turn. |
Weird Edges
Edge | Requires | Summary |
---|---|---|
Beast Bond | Novice | The hero may spend Bennies for animals under her control. |
Beast Master | Novice, Spirit d8 | Animals like your hero and he has a pet of some sort. See text. |
Champion | Novice, Spirit d8, Fighting d6 | +2 damage vs. supernaturally evil creatures. |
Chi | Vigor, Martial Warrior | Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack. |
Danger Sense | Novice | Notice roll at +2 to sense ambushes or similar events. |
Grit | Veteran, Spirit d8, Guts | Reduces penalties to the Fear check by 2. |
Harrowed | Wild Card, Novice, Spirit d6 | Reborn into unlife (DL p59). |
Healer | Novice, Spirit d8 | +2 to Healing rolls, magical or otherwise. |
Knack | Novice | Folklore come true. Choose a special event (DL p22). |
Liquid Courage | Novice, Vigor d8 | Alcohol increases Vigor a die type and ignores one level of Wound penalty; –1 to Agility, Smarts, and related skills. |
Scavenger | Novice, Luck | May find a needed item once per encounter. |
Harrowed Edges
Harrowed Edge | Requires | Summary |
---|---|---|
Burrow | Novice, Harrowed | Can burrow through raw earth, at half Pace. |
Cat Eyes | Novice, Harrowed | Glowing eyes negate Dim and Dark penalties. |
Improved Cat Eyes | Seasoned, Cat Eyes, Harrowed | Ignored all penalties for lighting. |
Charnel Breath | Seasoned, Harrowed | Can wretch up and expel decay. |
Chill o’ the Grave | Seasoned, Harrowed | Radiates icy death chill around them. |
Claws | Novice, Harrowed | Gain sharp claws (Str+d6 damage). |
Improved Claws | Veteran, Claws, Harrowed | Claws inflict Str+d8 damage, AP 2. |
Contortion | Heroic, Harrowed | Can dislocate and contort its body. |
Dead Man’s Hand | Veteran, Harrowed | Can control severed parts of its body. |
Dead Reckoning | Novice, Harrowed | Can sense the direction of any corpses within a mile. |
Death Mask | Novice, Harrowed, Persuasion d6 | Can appear as living, as an illusion. |
Devil’s Touch | Seasoned, Harrowed | Can disrupt working Infernal devices. |
Fast as Death | Novice, Harrowed | Increases Pace by 3, and +1 die running. |
Ghost | Heroic, Harrowed | Can become incorporeal at will. |
Hellfire | Heroic, Harrowed | Attack with Athletics in a cone, 3d6 damage. |
Hell Steed | Veteran, Harrowed | Summons a supernatural horse. |
Implacable | Heroic, Harrowed | Can take an extra Wound before being Incapacitated. |
Infest | Novice, Harrowed | Can control swarms of biting and stinging insects. |
Mimic | Legendary, Harrowed | Can use a supernatural ability used near them. |
Nightmares | Veteran, Harrowed | Can torment targets with terrible dreams. |
Possession | Veteran, Harrowed | Can control someone else’s body. |
Rigor Mortis | Heroic, Harrowed | Can inflict debilitating pain to nearby targets. |
Silent as a Corpse | Seasoned, Harrowed, Stealth d8 | Can move without making a sound. |
Sleep o’ the Dead | Seasoned, Harrowed | Can send targets to sleep. |
Soul Eater | Veteran, Harrowed | May heal Wounds on succeessful Fighting attacks. |
Speak with the Dead | Seasoned, Harrowed | Can communicate with a cadaver’s soul. |
Spider | Seasoned, Harrowed | Can move across vertical surfaces. |
Spirit Sight | Seasoned, Harrowed | Can tap into and view the spirit world. |
Spiritual Barbwire | Veteran, Harrowed | Can create a barrier that keeps out ethereal entities. |
Spook | Novice, Harrowed | Can force a target to make a Fear check at -2. |
Stitchin’ | Novice, Harrowed | Can make a natural healing roll every day. |
Supernatural Attribute | Novice, Harrowed | Improve an attribute by two die types. |
Improved Stitchin’ | Veteran, Harrowed, Stitchin’ | As above, but roll every hour. |
Trackin’ Teeth | Seasoned, Harrowed | Can keep track of parts of its body, up to 10 miles away. |
Improved Trackin’ Teeth | Heroic, Harrowed, Trackin’ Teeth | Piece can be tracked up to 100 miles away. |
Unholy Host | Legendary, Harrowed | Gains allied undead Extras. |
Wither | Novice, Harrowed | Can unnaturally age a target. |
Huckster Edges
Edge | Requires | Summary |
---|---|---|
Hexslinging | Seasoned, Arcane (Huckster), Shooting d8 | Gain ammo whammy, can create “hex guns”. |
High Roller | Seasoned, Spirit d8, Arcane (Huckster), Spellcasting d6 | Draw an extra card when Dealing with the Devil. |
Improved High Roller | Veteran, High Roller | Draw two cards when Dealing with the Devil. |
Old Hand | Heroic, Arcane (Huckster), Spellcasting d10 | Discard up to three cards and redraw when Dealing with the Devil. |
Whateley Blood | Novice, Arcane (Huckster) | Learned blood magic, suffer Fatigue or a Wound to gain Power Points. |
Mad Scientist Edges
Edge | Requires | Summary |
---|---|---|
Alchemy | Seasoned, Arcane (Mad Scientist), Weird Science d8 | Can create up to three potions or elixirs. |
Iron Bound | Novice, Arcane (Mad Scientist) | Apprenticed, starts with infernal devices. |
Metal Mage | Novice, Arcane (Mad Scientist), Occult d6, Weird Science d8 | Can Deal with the Devil. |
Ore Eater | Novice, Arcane (Mad Scientist), Weird Science d6 | Gain 5 PP, eats ghost rock, connected to the Hunting Grounds. |
True Genius | Novice, Smarts d8, Arcane (Mad Scientist) | Can spend a Benny to force a reroll on Madness os Malfunction tables. |
Shaman Edges
Edge | Requires | Summary |
---|---|---|
Fetish | Novice, Arcane (Shaman), Faith d8 | Has a device to focus with. Grants one free reroll on Faith. |
Spirit’s Favor | Seasoned, Arcane (Shaman), Faith d8 | May cast a chosen power without Multi-Action penalty. |
Voodooist Edges
Edge | Requires | Summary |
---|---|---|
Been to the Crossroads | Novice, Spirit d8, Arcane (Voodooist), Faith d8 | Free reroll on Faith rolls. |
Favored | Seasoned, Spirit d8, Arcane (Voodooist), Faith d8 | Makes loa powers cost 3 PP instead of 5. |
Witch Edges
Edge | Requires | Summary |
---|---|---|
Familiar | Novice, Arcane (Witch), Spellcasting d8 | Gain a small creature that serves her. |
Wichita Witch | Novice, Arcane (Witch), Spellcasting d8 | Trained in manipulation. +1 to Intimidation, Persuasion. |
Legendary Edges
Edge | Requires | Summary |
---|---|---|
Below a Pale Horse… | Legendary | The character has a faithful horse, with statistics for a war horse, Fearless, and Danger Sense. It’s a Wild Card and starts each session with two Bennies. |
Damned | Wild Card, Legendary, Spirit d6, Reputation | When killed, the character returns from the grave as a Harrowed (DL p60). |
Fast as Lightning | Legendary, Agility d10, Quick | The character gets a fourth action. Increases max Multi-Action penalty to -6. |
Followers | Wild Card, Legendary | The hero has five followers. |
Professional | Legendary, Max Trait | The character’s Trait and its limit increases one step. |
Expert | Legendary, Professional in Trait | The character’s Trait and its limit increases one step. |
Master | WC, Legendary, Expert in Trait | The character’s Wild Die is a d10 with a chosen Trait. |
Right Hand of the Devil | Legendary, Trademark Weapon, Shooting, Fighting, or Athletics d10 | Extra (highest) damage die placed on the character’s favored weapon. |
Sidekick | Wild Card, Legendary | The character gains a Wild Card sidekick. |
Tough as Nails | Legendary, Vigor d8 | The hero can take four Wounds before being Incapacitated. |
Tougher than Nails | Legendary, Tough as Nails, Vigor d12 | The hero can take five Wounds before being Incapacitated. |
True Grit | Legendary, Spirit d10, Grit | Ignores all penalties when making Fear checks, and if failed, one free reroll on Fear Effects. |
Weapon Master | Legendary, Fighting d12 | Parry increases by +1 and Fighting bonus damage die is d8. |
Master of Arms | Legendary, Weapon Master | Parry increases another +1 and Fighting bonus damage die is d10. |